• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Few minor modifications/additions/`bug-fixes` for PotC

Re: New interface - won't that require a new game? If so, it doesn't belong in B12.x, correct?

IMO I like BEST the way you can edit character and officer's names "on the fly", otherwise I rather prefer the older interface with the blue.
 
Shouldn't be too hard to sub in the old backgrounds and button graphics.
Haven't really looked at the new iface, but I don't know why it would need a new game--unless we're talking about added features (other than translation)?
(There's even 'room to grow' in the interfaces array.)
 
You mean added features like being able to edit yours and your officer's names MID-GAME? That's what this does, and it's kinda neat! You can hire someone and then give them a new skin (the one you prefer) and a new name! VERY cool! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
It is easy enough to replace the graphics of the interface, yes. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

They are all in the regular .tga.tx format and easily tracked down. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />

I must admit I do like the light, blue tone as well - it makes it lighter, somehow... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

And I am all for renaming becoming available! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Especially if I decide to do a gender-bender on my officers! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
I tried to do it several ways but for some reason I couldn't get it to work. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
 
You mean re-replacing the textures? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Same size (pixels) and the correct type of .tga.tx? I know I tend to mess the .tx up by (not) setting MIPS and all that... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> And it always makes me wonder, "Now what? I did convert that file already...!" <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
ISTR some color--the parametric highlighting/shading/whatever--is in the INIs.
Cat: That's a new interface. I mean like if he implemented a stats system that needs global variables and stuff.
 
<!--QuoteBegin-High Sea Lass+Jun 24 2005, 08:16 AM--><div class='quotetop'>QUOTE(High Sea Lass @ Jun 24 2005, 08:16 AM)</div><div class='quotemain'><!--QuoteEBegin-->You mean re-replacing the textures?  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<div align="right">[snapback]117152[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd--> No, the thing about getting the name change to work in our own interface. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--QuoteBegin-CatalinaThePirate+Jun 25 2005, 12:33 AM--><div class='quotetop'>QUOTE(CatalinaThePirate @ Jun 25 2005, 12:33 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-High Sea Lass+Jun 24 2005, 08:16 AM--><div class='quotetop'>QUOTE(High Sea Lass @ Jun 24 2005, 08:16 AM)</div><div class='quotemain'><!--QuoteEBegin-->You mean re-replacing the textures?  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<div align="right">[snapback]117152[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd--> No, the thing about getting the name change to work in our own interface. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
<div align="right">[snapback]117901[/snapback]</div>
<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

Sorry, misunderstood. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />

I have never tried to do that myself, the name-change tingie...
 
<!--QuoteBegin-"Nathan Kell"+--><div class='quotetop'>QUOTE("Nathan Kell")</div><div class='quotemain'><!--QuoteEBegin-->- Fred Bob questcheck added <b><span style='color:blue'>Will this change the flow of the FBQ? I.e. will it break it if the player is in the middle of the quest when updating?</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->If I remember right, it was only one extra line in the estrella de alencar_dialog.c file; I doubt it would cause any trouble in a new game. There was a bug where you didn't have to go and meet Armand Delacroix to continue the quest, because you could just talk to Estrella again and say you alread met him. This extra line was added to prevent this. I think... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--QuoteBegin-"Nathan Kell"+--><div class='quotetop'>QUOTE("Nathan Kell")</div><div class='quotemain'><!--QuoteEBegin-->- Cheatmode added (toggleable in BS.h); Numpad buttons trigger the cheats. [<span style='color:red'>ARGH! Stopped working!</span>] <b><span style='color:purple'>Will check.</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->Thanks for that. I don't know what is causing the trouble, but it sure isn't working. It would be really nice to have it working again, because I frequently use it for testing purposes.

<!--QuoteBegin-"Nathan Kell"+--><div class='quotetop'>QUOTE("Nathan Kell")</div><div class='quotemain'><!--QuoteEBegin-->- Major Animist Quest Fix by CatalinaThePirate, including a new character skin and changed textures <b><span style='color:blue'>Same question as FBQ: Will this break the Animists quest if the updating player is in the middle of it?</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->This is a <i>much</i> larger quest fix, so I reckon this one might indeed cause trouble when changing it in mid-game. Not sure though. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />

<!--QuoteBegin-"Nathan Kell"+--><div class='quotetop'>QUOTE("Nathan Kell")</div><div class='quotemain'><!--QuoteEBegin--><b><span style='color:red'>- Braces of Pistols – We’re out of Guns[] space, so we need to make one set non-weapons-mod (or is it two?)
Perhaps best for now to make all three non-WM, so people don’t get confused.</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->Taking them all out of the weapon's mod would indeed be the best idea I guess.

<!--QuoteBegin-"Nathan Kell+--><div class='quotetop'>QUOTE("Nathan Kell)</div><div class='quotemain'><!--QuoteEBegin--><b>Itemtrading (Nathan Kell): <span style='color:purple'>This will require significant reinit work, to set the traders’ qualities. Also should delete existing traders’ inventories. Other than that, though, I think we’re fine—I’m not using any extra variables IIRC.</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->You reckon this mod needs to be in the update? Sounds to me like this one could be saved until Build 13 if it requires a lot of additional coding. Or just add it into a restart-requiring Build 12.99 file.

<!--QuoteBegin-"Nathan Kell+--><div class='quotetop'>QUOTE("Nathan Kell)</div><div class='quotemain'><!--QuoteEBegin--><b>Greater Oxbay (Couchcaptain Charles): <span style='color:eek:range'>I think reinit can handle this, but I’m worried we may be getting near-limit on locations. So we may have to leave _something_ out if we can’t restart.</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->I'm not even sure this mod works good enough to add in at all. Maybe it would be safer and easier to leave this one out until it's finished (it is still in beta phase, right?).

<!--QuoteBegin-"Nathan Kell+--><div class='quotetop'>QUOTE("Nathan Kell)</div><div class='quotemain'><!--QuoteEBegin--><b>Random locations (Couchcaptain Charles): <span style='color:eek:range'>This should default to disabled IMO, we need to have a way to leave it enabled only for things that should unlock (houses, say) but /not/ for locked gates.</span> <span style='color:purple'>Reinit work needed to add the base locations—see above for possible limits.</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->It already defaults to off in my modpack. Maybe you could add a way of setting a certain door to lead to a random location (<span style='color:gray'>Locations[n].reload.l1.go = "RandomLoc";</span>). I think this mod would be safe to be left out of the update as well. Also still in testing phase, if I remember right.

<!--QuoteBegin-"Nathan Kell+--><div class='quotetop'>QUOTE("Nathan Kell)</div><div class='quotemain'><!--QuoteEBegin--><b>Few character models switched:  <span style='color:purple'>Needs reinit work.</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->Since this is just me messing around and it isn't really important, this might be safe being left out of the update as well.

BTW: I found out why the Quick-Equip button had stopped working. There was one particular piece of coding you changed in your most recent fleets-pack that stopped it from working. In my modpack I left it out, so it does work.
<span style='color:red'>Edit:</span> The code causing the trouble with the Quick-Equip button is this code in CharacterUtilite.c :

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// NK rewrite this to not page through entire array. 05-05-11
string FindCharacterItemByGroup(ref chref, string groupID)
{
    int i,n;
    ref refItm;
    int high = -1;
    //for(i=ITEMS_QUANTITY-1; i>=0; i--)
    if(!CheckAttribute(chref,"items")) return "";
    aref chit; makearef(chit, chref.items);
    for(i = GetAttributesNum(chit)-1; i >= 0; i--)
    {
 n = GetItemIndex(GetAttributeName(GetAttributeN(chit, i)));
 if(n <= high) continue;
 high = n;
 refItm = &Items[n];
 if( !CheckAttribute(refItm,"groupID") ) continue;
 if(refItm.groupID!=groupID) continue;
 // done above - if( !CheckAttribute(chref,"items."+refItm.id) ) continue;<!--c2--></div><!--ec2-->
 
Regarding my two updates -

1.) The Fred Bob quest - yes, that's only a one or two line fix that will not break the quest with no new game unless you are past the point where it will work. If you are past that point, it won't matter. It's basically as Pieter says. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

2.) Animists questfix. HUGE HUGE HUGE Overhaul of this quest. Absolutely will be a gamebreaker if interrupted in the middle. There are a lot of checks that are dependent upon things that happened earlier.

I made the quest more understandable, added a little drama, and a new character (well old character, but new dialog) who you talk to on QC. Also you end up talking to townspeople in Greenford about Yedam Kinne (so you can find him), and several other little fixes that will make the whole quest a lot more play-able and fun.

The kidnapped Padre Domingues even appears in one of the cells in the Animists cave, at the end...

Darned proud of what I did to that quest to fix it, even if I DO say so, myself! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Argh. I hate how there's this number-of-quotes limit. Split into two halves.

<!--QuoteBegin-Pieter Boelen+Jun 25 2005, 07:53 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 25 2005, 07:53 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-"Nathan Kell"+--><div class='quotetop'>QUOTE("Nathan Kell")</div><div class='quotemain'><!--QuoteEBegin-->- Fred Bob questcheck added <b><span style='color:blue'>Will this change the flow of the FBQ? I.e. will it break it if the player is in the middle of the quest when updating?</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->If I remember right, it was only one extra line in the estrella de alencar_dialog.c file; I doubt it would cause any trouble in a new game. There was a bug where you didn't have to go and meet Armand Delacroix to continue the quest, because you could just talk to Estrella again and say you alread met him. This extra line was added to prevent this. I think... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Ah, OK. That sounds fine.

<!--QuoteBegin-Pieter Boelen+Jun 25 2005, 07:53 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 25 2005, 07:53 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-"Nathan Kell"+--><div class='quotetop'>QUOTE("Nathan Kell")</div><div class='quotemain'><!--QuoteEBegin-->- Cheatmode added (toggleable in BS.h); Numpad buttons trigger the cheats. [<span style='color:red'>ARGH! Stopped working!</span>] <b><span style='color:purple'>Will check.</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->Thanks for that. I don't know what is causing the trouble, but it sure isn't working. It would be really nice to have it working again, because I frequently use it for testing purposes.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Very good point.

<!--QuoteBegin-Pieter Boelen+Jun 25 2005, 07:53 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 25 2005, 07:53 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-"Nathan Kell"+--><div class='quotetop'>QUOTE("Nathan Kell")</div><div class='quotemain'><!--QuoteEBegin-->- Major Animist Quest Fix by CatalinaThePirate, including a new character skin and changed textures <b><span style='color:blue'>Same question as FBQ: Will this break the Animists quest if the updating player is in the middle of it?</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->This is a <i>much</i> larger quest fix, so I reckon this one might indeed cause trouble when changing it in mid-game. Not sure though. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, as Cat says, below (and kudos to ye, Cat! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />)
May not need a restart in the absolute sense, but probably safest to do it that way because of not borking anything it might link to (and heckuva lot easier, too)

<!--QuoteBegin-Pieter Boelen+Jun 25 2005, 07:53 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 25 2005, 07:53 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-"Nathan Kell"+--><div class='quotetop'>QUOTE("Nathan Kell")</div><div class='quotemain'><!--QuoteEBegin--><b><span style='color:red'>- Braces of Pistols – We’re out of Guns[] space, so we need to make one set non-weapons-mod (or is it two?)
Perhaps best for now to make all three non-WM, so people don’t get confused.</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->Taking them all out of the weapon's mod would indeed be the best idea I guess.

<!--QuoteBegin-"Nathan Kell+--><div class='quotetop'>QUOTE("Nathan Kell)</div><div class='quotemain'><!--QuoteEBegin--><b>Itemtrading (Nathan Kell): <span style='color:purple'>This will require significant reinit work, to set the traders’ qualities. Also should delete existing traders’ inventories. Other than that, though, I think we’re fine—I’m not using any extra variables IIRC.</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->You reckon this mod needs to be in the update? Sounds to me like this one could be saved until Build 13 if it requires a lot of additional coding. Or just add it into a restart-requiring Build 12.99 file.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, that's probably the best course.
 
<!--QuoteBegin-Pieter Boelen+Jun 25 2005, 07:53 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 25 2005, 07:53 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-"Nathan Kell+--><div class='quotetop'>QUOTE("Nathan Kell)</div><div class='quotemain'><!--QuoteEBegin--><b>Greater Oxbay (Couchcaptain Charles): <span style='color:eek:range'>I think reinit can handle this, but I’m worried we may be getting near-limit on locations. So we may have to leave _something_ out if we can’t restart.</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->I'm not even sure this mod works good enough to add in at all. Maybe it would be safer and easier to leave this one out until it's finished (it is still in beta phase, right?).

<!--QuoteBegin-"Nathan Kell+--><div class='quotetop'>QUOTE("Nathan Kell)</div><div class='quotemain'><!--QuoteEBegin--><b>Random locations (Couchcaptain Charles): <span style='color:eek:range'>This should default to disabled IMO, we need to have a way to leave it enabled only for things that should unlock (houses, say) but /not/ for locked gates.</span> <span style='color:purple'>Reinit work needed to add the base locations—see above for possible limits.</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->It already defaults to off in my modpack. Maybe you could add a way of setting a certain door to lead to a random location (<span style='color:gray'>Locations[n].reload.l1.go = "RandomLoc";</span>). I think this mod would be safe to be left out of the update as well. Also still in testing phase, if I remember right.<!--QuoteEnd--></div><!--QuoteEEnd-->
The latter is more of a prototype, yeah; the former I think is OK though, in terms of solidity; my only concern is the number of locs.


<!--QuoteBegin-Pieter Boelen+Jun 25 2005, 07:53 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 25 2005, 07:53 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-"Nathan Kell+--><div class='quotetop'>QUOTE("Nathan Kell)</div><div class='quotemain'><!--QuoteEBegin--><b>Few character models switched:  <span style='color:purple'>Needs reinit work.</span></b><!--QuoteEnd--></div><!--QuoteEEnd-->Since this is just me messing around and it isn't really important, this might be safe being left out of the update as well.<!--QuoteEnd--></div><!--QuoteEEnd-->
Nah, I mean ~5 lines is all that's needed. Purple doesn't mean doing much, just doing /something/. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--QuoteBegin-Pieter Boelen+Jun 25 2005, 07:53 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 25 2005, 07:53 AM)</div><div class='quotemain'><!--QuoteEBegin-->BTW: I found out why the Quick-Equip button had stopped working. There was one particular piece of coding you changed in your most recent fleets-pack that stopped it from working. In my modpack I left it out, so it does work.
<span style='color:red'>Edit:</span> The code causing the trouble with the Quick-Equip button is this code in CharacterUtilite.c :

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// NK rewrite this to not page through entire array. 05-05-11
string FindCharacterItemByGroup(ref chref, string groupID)
{
    int i,n;
    ref refItm;
    int high = -1;
    //for(i=ITEMS_QUANTITY-1; i>=0; i--)
    if(!CheckAttribute(chref,"items")) return "";
    aref chit; makearef(chit, chref.items);
    for(i = GetAttributesNum(chit)-1; i >= 0; i--)
    {
 n = GetItemIndex(GetAttributeName(GetAttributeN(chit, i)));
 if(n <= high) continue;
 high = n;
 refItm = &Items[n];
 if( !CheckAttribute(refItm,"groupID") ) continue;
 if(refItm.groupID!=groupID) continue;
 // done above - if( !CheckAttribute(chref,"items."+refItm.id) ) continue;<!--c2--></div><!--ec2-->
<div align="right">[snapback]118231[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
That's weird. I'll check it out.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> There's a number of quotes limit? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> I'll tweak that... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--QuoteBegin-CatalinaThePirate+Jun 25 2005, 10:45 PM--><div class='quotetop'>QUOTE(CatalinaThePirate @ Jun 25 2005, 10:45 PM)</div><div class='quotemain'><!--QuoteEBegin--><img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> There's a number of quotes limit?  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />  I'll tweak that...  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
<div align="right">[snapback]118515[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Well, a /practical/ one at any rate--you add too many and /none/ of them work, the bbcode isn't processed.
When you're doing line-by-line replies is about the only time there's a problem.
 
I couldn't find anything like that, only a restriction on the size of your posting. I increased that; perhaps it will help. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Pieter: YGM.
Also, did you have a chance to look at this ( <a href="http://forum.piratesahoy.net/index.php?showtopic=4322&view=findpost&p=116622" target="_blank">http://forum.piratesahoy.net/index.php?sho...ndpost&p=116622</a> ) post?

Also, folks, a few general questions from that that need to be answered still:
New Interface--in, out, toggleable, save for 13, what?
Assigning unique characters unique ships (example, Silehard and mow_gub or Petros's MOW). Whatcha think?
Assigning more unique characters unique skins/models. We have tons of new skins, and some will be used in the HKD quest?, and some already are subbed in--but there's lots more. So, anyone want to go and assign them?

Both those can be done retroactively with reinit work, so they're 12.2-specific questions as well.
 
<!--QuoteBegin-NathanKell+Jun 28 2005, 04:59 AM--><div class='quotetop'>QUOTE(NathanKell @ Jun 28 2005, 04:59 AM)</div><div class='quotemain'><!--QuoteEBegin-->Also, folks, a few general questions from that that need to be answered still:
New Interface--in, out, toggleable, save for 13, what?
Assigning unique characters unique ships (example, Silehard and mow_gub or Petros's MOW). Whatcha think?
Assigning more unique characters unique skins/models. We have tons of new skins, and some will be used in the HKD quest?, and some already are subbed in--but there's lots more. So, anyone want to go and assign them?
<div align="right">[snapback]119483[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Interface - I would say yes, into Build 13 with it! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Uniqueness - I am all for it, it makes for a less generic world! I should not take on the task, however... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--QuoteBegin-NathanKell+Jun 28 2005, 05:59 AM--><div class='quotetop'>QUOTE(NathanKell @ Jun 28 2005, 05:59 AM)</div><div class='quotemain'><!--QuoteEBegin-->Pieter: YGM.
Also, did you have a chance to look at this ( <a href="http://forum.piratesahoy.net/index.php?showtopic=4322&view=findpost&p=116622" target="_blank">http://forum.piratesahoy.net/index.php?sho...ndpost&p=116622</a> ) post?
<div align="right">[snapback]119483[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for the mail Nathan. I'll be trying to make a proper merge later today. I just hope I'll manage. I don't know what stuff I need to leave out though. I'll be posting some stuff that needs to be changed later too. There are still some major bugs left; and I found a really insane new one: Slow-motion boarding. I saw that you set the worldmap to be at 0,5 X the original speed (why anyway?) and I reckon that might somehow have carried over to the boarding. Looks real weird when all them crazy French are running very slowly towards you and start to very slowly hack in at you. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
I've had a look at that post yes, but I don't know what to say about it. I suppose you're quite about virtually all of it, but I understand hardly a single bit of it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--QuoteBegin-NathanKell+Jun 28 2005, 05:59 AM--><div class='quotetop'>QUOTE(NathanKell @ Jun 28 2005, 05:59 AM)</div><div class='quotemain'><!--QuoteEBegin-->Also, folks, a few general questions from that that need to be answered still:
New Interface--in, out, toggleable, save for 13, what?
Assigning unique characters unique ships (example, Silehard and mow_gub or Petros's MOW). Whatcha think?
Assigning more unique characters unique skins/models. We have tons of new skins, and some will be used in the HKD quest?, and some already are subbed in--but there's lots more. So, anyone want to go and assign them?
<div align="right">[snapback]119483[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
I think it would be cool to toggle the interface; but the new interface must keep saying "Pirates of the Caribbean" instead of "Sea Dogs 2". I really dislike that SD2, because I really do like PotC. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
BTW: You ever noticed that the "About" button in the game's interface never does anything? What the heck is that button doing there in the first place? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
I reckon unique ships for unique characters would be real cool. I would also be happy to do some more character model switching. Should be easy and fun. I hope. Need to start playing the game again for that, so I'll know what characters could be used where... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--QuoteBegin-NathanKell+Jun 28 2005, 11:59 AM--><div class='quotetop'>QUOTE(NathanKell @ Jun 28 2005, 11:59 AM)</div><div class='quotemain'><!--QuoteEBegin-->Also, folks, a few general questions from that that need to be answered still:
New Interface--in, out, toggleable, save for 13, what?<!--QuoteEnd--></div><!--QuoteEEnd-->

Haven't used it so not sure.
If it's working out OK, then it could be added, but then again, if it gives a different look and feel, perhaps it should be used for Build 13, and not just an update.

However, the "change officers name" feature described should be included now, I think.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Assigning unique characters unique ships (example, Silehard and mow_gub or Petros's MOW). Whatcha think?<!--QuoteEnd--></div><!--QuoteEEnd-->
Silehard in Petros' MoW <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Assigning more unique characters unique skins/models. We have tons of new skins, and some will be used in the HKD quest?, and some already are subbed in--but there's lots more. So, anyone want to go and assign them?<!--QuoteEnd--></div><!--QuoteEEnd-->

How unique should they be? I'd guess two is enough, three might be too much.
50_grey1 is Gregor Samsa, and looks like he is being used in HKD's quest as well.

I've been skinning females and there seem to be few unique female characters.
Anyone working on new quests should keep that in mind, and write in more ladies.

We may have to reassign gender to some characters.
I have an idea for Clare (Clair) Larousse, but I would like to see the male-to-female animation problem worked out first.
 
Back
Top